Cheats for dungeon keeper gold edition


















Generally, if you have trained all your upper level creatures ie. Dragons, Bile Demons, etc to above Skill 5 then you will have no need to have the Horned Reaper since their more trouble when they lose control and go nuts.

Would be nice to either choose an Imp or Tunneller to be my main work force with both having their own abilities. Very dangerous in numbers and from a distance. Though slow, his Broadsword speaks for him as he always makes a booming presence as 'Master of the Realm'. Practically invulnerable! His fortitude is indominable, almost impossible to defeat, packs a huge magical array, and is the very reason why you have made it this far up the acropolis!

Note: If you can stun, imprison, torture, then successfully convert him to your side you will have one serious colossus! Lair - Build it large to attract creatures and for increase population growth as well as a buffer to keep some creatures from fighting against one another.

Best design is to not only have a large Lair but place a Hatchery all around its perimeter. Hatchery - As above, the best design for the Hatchery is one that surrounds the outsides of a Lair. This design allows your creatures to get food right away as normally sleeping creatures will likely require food midnight snack perhaps? Of special note: You can go into First-Person view with any chicken but you cannot control their movements.

In this way, they are more readily exposed with all the instruments in the room so they travel around less to increase their skills. Library - As with the Training Room, the larger they are the more exposure to knowledge your creatures will have. However, like the Workshop, the larger the Library is the faster research is done as well as the quantity of knowledge is stored. Also allows you to extend your territory to other impassable parts of the dungeon. Guard Post - Place creatures in here to keep an eye out for enemies as they approach I never you use it as either I create an Alarm Trap or when I hear my Imps are in trouble I remove the ones fighting then drop my creatures down right at the site of conflict and "get busy!

Also a large Workshop allows more of these to be stored. Of extra note: If you have placed a Trap down and it hasnt yet become active Trap still appears transparent then drop an Imp into the Workshop and he will carry the 'manufactured trap' to the appropriate location.

Trolls tend to automatically be lured to the Workshop. Prison - Once you have created a Prison, under the "? You creatures will stun the enemy rather than kill and your Imps will attempt to drag the stunned carcasses back to the Prison. If your Prison is too small then a 'prison break' is likely so ensure you have a large Prison. Also, I have found when you imprison enemy Vampires or Dark Mistresses when they are above Skill 8 they tend to immediately begin to rip apart your Prison.

Torture Room - Drop creatures in Prison here to convert them, kill them turns them into Ghosts and sometimes you may luck out with some Gold , or gain intelligence about your enemy's dungeon Imps only provide this when tortured. Again, a Large Torture Room allows you to torture more people at once. Better to just go to the creature list and drop them into battle totally unexpected.

Temple - Basically a Stress-Sink! Scavenger Room - Attract other similiar creatures to your dungeon when placed in this room. Create Imp - Use this to create extra Imp workers. Sight of Evil - Very niffy effect. Use this spell to see into suspicious, unexplored areas of the dungeon or to gather intelligence about your enemies' dungeon layout.

Speed Up - Use this on low skilled Imps so they preform their duties faster or use on creatures while training, in the library or workshop they will all work faster!

Must Obey - Forces creatures to do thine bidding but really never use or found a use for it. Call To Arms - Attracts creatures together when you drop them over this spell. Conceal Creature - Provides stealth so creatures can not be seen and thus attacked. Use this on Imps when they get too close to an enemy's dungeon. Hold Audience - If ever your Dungeon Heart is attacked and no one is nearby to help defend this then this is the spell to use!

Heal - Probably the most useful spell as it can cleanly heal any creature but for a price. Higher level creatures require much more healing but unfortunately this spell has to be manually applied to individual creatures. Lightning Spell - Very devestating but slightly difficult to target.

Protect Creature - Conjures a magical shield around creature. Chicken Spell - When an enemy creature is selected it turns them into a chicken for 20sec! Disease - Select an enemy creature and it will insert a highly contagious virus that can spread inside their dungeon.

Word of warning: virus is not discriminating so it can effect your creatures if the infected individual comes close to your minions. For its cost of 60, GOLD that money is best spent elsewhere as it is so rare to have to use it. Not the most prominent end-spell.

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